Of Wealth and Taste [OOC] [Accepting Alts]

Here's a first take, no equipment yet.

Unknown, Warforged PsiW9/PsyWep2: CR 11; Medium Living Construct ;
HD 9d8(Psychic Warrior) , 2d8(Psionic Weapons Master) ; hp see below;
Init +1;
Spd 30;
AC:16 (Flatfooted:15 Touch:16) = +5 for Mithral Body, +1 Dex
Atk +11/6 base melee, +9/4 base ranged; +11 (1d4+4, Slam); AL LN; SV Fort +6, Ref +7, Will +5;

STR 17, DEX 13, CON 11, INT 10, WIS 15, CHA 8
(includes +1 STR and +1 WIS at levels 4 and 8 respectively)

HP=48?

Additional Special/Class/Racial Qualities: Martial Weapons Proficiency, Bonded Weapon, Psionic Damage, Increased Crit Multiplier 1/day

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Mithral Body, Mobility, Power Attack, Psionic Dodge, Psionic Weapon, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Greatsword, Wild Talent.

Spells Known (PsiW): 1st -- Inertial Armor, Metaphysical Weapon, Prescience, Offensive; 2nd -- Body Adjustment, Dissolving Weapon, Wall Walker; 3rd -- Empathic Feedback, Graft Weapon, Vampiric Blade; 4th -- Weapon of Energy.

I'm wondering whether a Warforged Juggernaut makes more sense than Psychic Weapons Master - the feats prereqs are less punishing, making for somewhat more flexibility.
 

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I'm still having huge amounts of trouble with the formatting in this message box. Can somebody give me some tips? I also couldn't track down a Rogues Gallery for the pbp. I thought I saw a link in the early posts but I've been over them about 4 times and nada!

OK, here goes!

'Nock

Dante Sef’ngal
Male Human Psion (Telepath) 11
Alignment: Neutral Good
Height: 5ft 8in
Weight: 130lbs
Hair: Black
Eyes: Blue
Age: 29
XP: 57,750

Attributes (30 point buy)
STR 10 +0
DEX 10 +0
CON 12 +1
INT 19 (23) +4 (+6) [17 point buy + 2 level increases (+4 headband)]
WIS 13 +1
CHA 12 +1

Hit Dice: 11d4 + 11 (CON bonus) + 8 (feat bonus)
HP: 43
AC: 13 (20) [10 +3 amulet (+7 inertial armor, augmented +6 PP)]
Init: +0
Speed: 30ft

Saves:
Fortitude +7 [+3 base +1 CON +3 cloak]
Reflex +6 [+3 base +3 cloak]
Will +11 [+7 base +1 WIS +3 cloak]

BAB/Grapple: +5/+5
Melee Attack: +6, +1 deep crystal shortspear, dam.1d6+1 (+2d6 2PP free action)
Ranged Attack: +6, +1 light crossbow, dam. 1d8+1

Skill Ranks Attrib. Misc. Total
Bluff +10 +1 CHA +11
Concentration +14 +1 CON (+4 feat) +15 (+19)
Diplomacy +10 +1 CHA +11
Gather information +10 +1 CHA +11
Knowledge (Psionics) +14 +4 INT +2 headband +20
Knowledge (Inner Planes) +4 +4 INT +2 headband +10
Knowledge (Outer Planes) +4 +4 INT +2 headband +10
Listen +1 WIS (+2 feat) +1 (+3)
Psicraft +12 +4 INT +2 h/band,+2 synergy +20
Sense Motive +14 +1 WIS +3 Psicrystal (+10 feat)+18 (+28)
Spot +1 WIS (+2 feat) +1 (+3)

Feats:
Alertness (Psicrystal bonus 1st level – when psicrystal in same or adjacent square)
Inquisitor (1st level)
Psionic Body (Human bonus 1st level)
Psicrystal Affinity (Psion bonus 1st level)
Combat Manifestation (3rd level)
Psionic Endowment (Psion bonus 5th level)
Psicrystal Containment (6th level)
Psionic Meditation (9th level)
Greater Psionic Endowment (Psion bonus 10th level)

Languages: Auran, Celestial, Common, Elven, Ignan

Powers Known:
Save DC 10 + level of power manifested +8 [+4 INT +2 headband +2 feat]
Power points available 128
1st Charm, Psionic; Demoralize; Inertial Armor; Mind Thrust; Telempathic Projection
2nd Cloud Mind; Read Thoughts; Swarm of Crystals; Tongues, Psionic
3rd Body Adjustment; Crisis of Breath; False Sensory Input; Solicit Psycrystal
4th Dominate, Psionic; Energy Adaptation; Intellect Fortress; Modify Memory, Psionic
5th Adapt Body; Mind Probe; Plane Shift, Psionic; Tower of Iron Will
6th Disintegrate, Psionic

Possessions:
+1 Shortspear, Deep Crystal (ref. XPHB p182) 3 lb 3,301gp
19 crossbow bolts (see glove of storing) 2 lb 2gp

Amulet of Natural Armor +3 ---- 18,000gp
Cloak of Resistance +3 1 lb 9,000gp
Dorje of Energy Push: Electricity (Save DC 15, incl. bonus) ¼ lb 4,500gp
(50 charges; Save DC +2, ML check against PR +2)
Everburning Torch 1 lb 110gp
Glove of Storing (on right hand) ---- 2,200gp
+1 Crossbow, Light (loaded) 4 lb 2,335gp
Glove, plain (matching, on left hand) ---- 5sp
Headband of Intellect +4 ---- 16,000gp
Heward’s Handy Haversack 5 lb 2,000gp
Bedroll 5 lb 1sp
Holy Water, flask 1 lb 25gp
Rations, trail, 3 days 3 lb 15sp
Soap 1 lb 5sp
Tanglefoot Bag 4 lb 50gp
Waterskin 4 lb 1gp
Pouch, belt ½ lb 1gp
Flint & steel ---- 1gp
Third Eye Penetrate ---- 8,000gp
Explorer’s outfit ---- ----
Explorer’s outfit, enhanced 8 lb 20gp

Total 20¾ lb 65,528.6gp

Money
11gp, 3sp, 10cp, 5 x 10gp lapis lazuli (in belt pouch)
90gp amber (in haversack)
300gp gold and jet bracelet (on right wrist)

Grand Total: 66,000gp

Psicrystal:
Hordan the Sympathetic

Attributes
STR 1 -5
DEX 15 +2
CON --- ---
INT 11 +0
WIS 10 +0
CHA 10 +0

Hit Dice: 11
HP: 21
AC: 15 (22) [10 +5 natural armor +2 DEX (+7 shared inertial armor)]
Speed: 30ft, 20ft climb

Special abilities:
Alertness, improved evasion, personality: sympathetic (+3 to Sense Motive), self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech, flight, power resistance 16.

Skill
Bluff +11
Concentration +15 (+19)
Diplomacy +11
Gather information +11
Knowledge (Psionics) +20
Knowledge (Inner Planes) +10
Knowledge (Outer Planes) +10
Listen +4
Move Silently +4
Psicraft +20
Search +4
Sense Motive +18 (+28)
Spot +4

Saves:
Fortitude +4
Reflex +3
Will +8


Appearance: Of middling height and build, Dante Sef’ngal has few distinguishing features beside startlingly blue eyes and a small jagged scar over his right cheekbone. He dresses in a standard explorer’s outfit in browns and greens while on the road. While staying any length of time in a place, or if he wants to impress, he wears another outfit, still based on the explorer’s garb but in shades of deepest blue, with black and gold highlights.

Personality: Although not physically imposing, Dante is memorable. There is a stillness about him which people notice. He does not make friends easily but when he sets his mind to it he can charm the birds off the trees! People open up to him surprisingly quickly, and find themselves sharing deep secrets of their lives in a way which is out of all proportion to the length of time they have known him. It is rare that he will betray that trust (although he has been known to accept the hospitality of previously tight-fisted innkeepers on occasion.)

It is exceedingly rare, however that Dante returns the favour. He reveals little of substance about himself. Those few he has trusted with his story are as close-lipped as he is. But those who have shared physical intimacy with him experience an exquisite tenderness, and may sense a dark urgency which underlies his normal calm.

Dante is a wanderer. He never stays anywhere long. While not a “do-gooder”, he seeks to leave any place he visits a little better than it was when he arrived. When he is on a mission, however, he is incredibly focused – sometimes to the detriment of his usual care for others. His commitment to a cause is not given lightly, but once given he is uncomfortable with anything that gets in the way of making good on his promises.

Background: As a young boy, Dante was open, cheerful and trusting. He was good looking and popular with the other children of the small town of Irustan in the Flanaess, his place of origin. While not a natural leader, he was to be found amongst the ringleaders of all childhood adventures, his good nature assuring him of acceptance amongst his peers, and his sharp mind quick to come up with new and exciting undertakings, to the delight of all.

Unfortunately, those same attributes of good looks, good nature and quick wit made him appealing to other, less savoury eyes as well.

When he was 10 years old, a young man called Daric moved to Irustan from far off Greyhawk. He brought with him the wonder and mystique of that great city, and, being a friendly sort, he was soon surrounded by the town children, who plied him with questions of all sorts, which he happily answered.

Daric worked for an importer of fine goods, who was looking to expand into the region around Irustan, which was a centre of the local carved crystal trade. Daric’s charismatic nature won over the adults as well as the children, and he soon had an impressive list of artisans on his books.

Dante’s mother was a skilled crystal carver. She would frequently send Dante to deliver finished pieces to Daric, who soon developed a close relationship with this widow and her son. Dante began modelling himself on Daric, seeking to be like him in all things. And Daric encouraged and praised him. This made the betrayal that followed all the more bitter.

The truth was that Daric was a scout for slavers – slavers who specialized in the sale of children. There are many across the Flanaess and indeed in a city like Greyhawk who are more than happy to abuse and to use young lives which come into their hands. The slavers’ market was assured – and the trade was lucrative. The fact that Daric’s cover ventures inevitably made a profit was just icing on the cake.

There followed a period of many happy months in which Dante believed that life could not be better. Then the slavers struck. Dante was seized, along with a dozen other children from the town, and carried off – but not before he had seen the traitorous Daric strike down his mother from behind as she sought to fend off the slavers’ raiding party. That drove him into a state of prolonged shock which nearly spelled the end of his value to the slavers, and therefore his continued existence.

It was only in holding a piece of crystal – the last that his mother had carved - that he found any comfort. It was through continued stroking and peering into its depths that his mind began to awaken again. And it was in the depths of that crystal that he discovered a rare and precious gift which was to shape his life in ways as deeply profound as Daric’s betrayal had been.

What happened thereafter, how he gained his freedom and ended up on the Planes – and what happened to Daric - that’s a story that he tells to very few. Very, very few indeed!
 

Well, I gave up on the fine formatting. I'll just have to avoid tables from now on.

Eluvan, would you mind checking the prices for magic items? I don't have access to a 3.5 DMG so I've had to use the 3.0 (except where other people have already posted an item). Thanks.

BTW, I doubled the cost of a second explorer's outfit to allow for the customization of colour and cut. Hope this is acceptable.

I'm also unsure of how to get Dante to Sigil. I figure that he's probably pretty much clueless - that reflects my own knowledge pretty well. For example, I've got no ideas on where to go with factions for him. Any suggestions gratefully received.

Life has gotten extraordinarily busy, and will remain that way until February, but I am very much looking forward to a little time out each day with the adventures of the ... hmm, what shall we call the company? Given the emphasis on "discrete" ventures, and the preponderance of psi-types, how about something like "The Black Diamonds". Not very original, I know, but come on folks - let's get some ideas bouncing around!

'Nock
 
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Garant Se'l-D'ahn

Garant Se'l-D'ahn
Male Human Artificer 11
Experience: 56,729
Chaotic Neutral

Str 11 -- (11 roll)
Dex 17 +3 (15 roll, +2 enh)
Con 13 +1 (13 roll)
Int 15 +2 (15 roll)
Wis 10 -- (10 roll)
Cha 19 +4 (15 roll, +2 lvl, +2 enh)

11 10 13 15 15 15
http://invisiblecastle.com/find.py?id=37092

Hit Points 52 (11d6+11)
AC 21 [10, +6 armor, +3 dex, +1 defl, +1 natural], Touch 14, Flat 18
DR 2/-
Init +3
BAB +8, Grap +8
Speed ?? (base 30, load 0/33, light)
Fort +6 [+3 base, +1 Con, +2 Res]
Refl +8 [+3 base, +3 Dex, +2 Res]
Will +9 [+7 base, +0 Wis, +2 Res]

+1 Adamantine Mace +9 melee (1d8+2, 20/x2, b)
+1 Silver Dagger +9 melee (1d4+1, 19-20/x2, p/s)
+1 Silver Dagger +12 ranged (1d4+1, 19-20/x2, 10 ft., p/s)
Ranged Touch +11 ranged

Medium, 5'9" tall, 156 wt, 23 yrs old
Salt and pepper hair, blue eyes, tanned skin

Speaks common, terran, and infernal.

Skills (98 skill points)
+28 Use Magic Device [14 ranks, +4 Cha, +10 Circ] (+2 synergy w/scrolls; +2 relevant item creation feat)
+21 Disable Device [14 ranks, +2 Int, +5 Circ]
+21 Search [14 ranks, +2 Int, +5 Circ]
+18 Spellcraft [14 ranks, +2 Int, +2 Syn]
+16 Knowledge (arcana) [14 ranks, +2 Int]
+15 Concentration [14 ranks, +1 Con]
+16 Craft (alchemy) [14 ranks, +2 Int]

Feats
-Two-Weapon Fighting (level 1)
-Extend Spell (human)
-Scribe Scroll (artificer 1)
-Brew Potion (artificer 2)
-Energy Substitution (sonic) (level 3)
-Craft Wondrous Item (artificer 3)
-Legendary Artisan (artificer 4)
-Craft Magic Arms and Armor (artificer 5)
-Energy Admixture (sonic) (level 6)
-Craft Wand (level 7)
-Wand Mastery (artificer 8)
-Double Wand Wielder (level 9)
-Craft Rod (artificer 9)

Human Traits
-Bonus feat at 1st level
-4 Bonus Skill Points at 1st level, 1 Bonus Skill Point per additional level

Artificer Abilities
-Spent Craft Reserve 1600
-Current Craft Reserve 500
-Artificer Knowledge (+13)
-Artisan Bonus
-Disable Trap
-Item Creation & Item Creation Feats
-Bonus Feats
-Craft Homonculus
-Retain Essence
-Metamagic Spell Trigger
-Metamagic Spell Completion

Infusions Per Day 3+1/3+1/3+1/2/1

Urf, Dedicated Wright Homonculus (2100gp, 160xp)

Mithril Breastplate +1 (worn, 15wt, 5200gp)
Adventurers Outfit (worn, -wt, -gp)

+1 Adamantine Heavy Mace, Personal Weapon Augmentation 1/day (left belt, 8wt, 4612gp, 80xp)
+1 Silver Dagger (right belt, 2wt, 1022gp, 80xp)

Headband of Multiplicity
Mirror Image 1/day, Message at will
(head, -wt, 3150gp, 252xp)

Lenses of Inspection
+5 Circumstance bonus to Search and Disable Device (eyes, -wt, 2500gp, 200xp)

Trenchcoat of the Wayfarer
Endure Elements 1/day, Continuous Dancing Lights
+2 Enhancement bonus to Charisma (worn, -wt, 3650gp, 292xp)

Shirt of Resistance
+2 Resistance bonus to Saves (worn, -wt, 2000gp, 160xp)

Amulet of Natural Armor
+1 Natural Armor bonus to AC (neck, -wt, 1000gp, 80xp)

Shunting Bracers
Shield 1/day
+1 Deflection bonus to AC (arms, -wt, 1600gp, 128xp)

Ring of Biofeedback
Continuous Biofeedback (left ring finger, -wt, 4000gp)

Combat Belt
Wand Belt, Masterwork (worn, 1wt, 60gp)

Wand of Scorching Ray (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Scorching Ray (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Melf's Acid Arrow (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Magic Missile (5th level) (Combat Belt, 1oz, 1,875gp, 150xp)
Wand of Ray of Enfeeblement (Combat Belt, 1oz, 375gp, 30xp)
Wand of Burning Hands (Combat Belt, 1oz, 375gp, 30xp)
Wand of Daze (Combat Belt, 1oz, 187.5gp, 15xp)
Eternal Wand of Flame Blade (Combat Belt, 1oz, 2,210gp, 177xp)
Eternal Wand of True Strike (Combat Belt, 1oz, 410gp, 33xp)

Utility Belt
Wand Belt, Masterwork (worn, 1wt, 60gp)

Wand of Shield of Faith (Utility Belt, 1oz, 375gp, 30xp)
Wand of Detect Secret Doors (Utility Belt, 1oz, 375gp, 30xp)
Wand of Cure Light Wounds (Utility Belt, 1oz, 375gp, 30xp)
Eternal Wand of Enlarge Person (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Reduce Person (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Identify (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Good Berry (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Remove Fear (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Divine Favor (Utility Belt, 1oz, 410gp, 33xp)
True Eternal Wand of Mending (Utility Belt, 1oz, 500gp, 40xp)

Gloves of the Pseudo-Magician
+2 Enhancement bonus to Dexterity
Continuous Mage Hand & Prestidigitation
+10 Circumstance bonus to Use Magic Device (hands, -wt, 8000gp, 640xp)

Plummeting Grace
Boots of Feather Fall, Expeditious Retreat 1/day (feet, -wt, 1500gp, 120xp)

XP Spent: 3495*.75=2621-1600=1021xp
Gold Spent: 54351.5
Coins- 64pp, 8gp, 5sp, 0cp (pouch, ??wt)

Personality: Garant is a bit of a loose-cannon so to speak. A bit touchy when people comment negatively on his profession as a treasure hunter or on his graying hair, he however enjoys having a raucous time when he can afford it. And lately, he's running a bit short in the money department.

Appearance: Garant looks older than he is, whatever the reason, whether exposure to many different planes or massive amounts of magical energies throughout his life, his hair is starting to gray and he knows it. A relatively stout 5'9", he always wears a dashing blue trenchcoat and a broad-brimmed hat. Beneath the trenchcoat can be found two bandoleers stretched to their limit with a vast assortment of wands.

Background: Garant was born in Sigil, grew up in Sigil, and loves Sigil. Everything about the Cage screams to his soul, you're home! He was born to a pair of wizards, Ventmier and Ruthasee Se'l-D'ahn. His parents were "adventurers" in their younger years, and then eventually took up residence in Sigil to run a small magic shop. Two years in, out popped Garant, and sure enough what they say about life changing when you have a little one wasn?t far from the truth. Garant took to almost living in the small magic shop, fiddling with this, breaking that, whatever was in there, he had an interest for it. Business began to decline as the reckless little child broke one or two pricey items, and soon his parents were scraping the bottom.

This however did little to stem Garant's burning interests, who was now just approaching his teenage years. The parents figured eventually he'd calm down, eventually he'd make a name. Well, he did just that, he made a name for himself pretty quickly. As a nuisance. But Ventmier and Ruthasee stood by him, occasionally paying for damages he caused, putting themselves deeper into debt. Finally, when he turned sixteen, they had enough. The two wizards deposited the deed to the small magic shop, which was now vacant of anything magical, in the hands of the reckless youth. They put it this way, "son, we're done with this crazy city and you just happen to fit right in with it, so the shop is yours and we'll be settled down somewhere nice and quiet." With barely another word, they left.

Took keep himself from starving to death, he quickly took to the life of adventuring, doing random deeds and jobs around the city. He even began to slightly improve his image, at least in some peoples eyes. He has converted the magic shop into a treasure hunter establishment, from which he works out of. Occasionally taking paid jobs, but more often than not, just closing up for a week or two at a time, and gallivanting off to another ancient temple or what not and returning a bit more worn for wear and carrying a small pile of goods.

Lately, however, business has been slow, and he needs something to kick things back into gear.
 
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quote: Adventurer?s Outfit (worn, 8wt, -gp)

Ferrix, your clothes worn do not contribute to your weight allowance (PHB, p131)

quote: Coins- 89pp, 8gp, 5sp, 0cp (pouch, ??wt)

Coins are 50 to the pound, therefore your money weighs 2.02 lb.

I love the wands - this is going to be such fun!

'Nock (full of useless info, and rather a nice red :D)
 

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